Mobile Shader Optimization
GPU architecture, precision types, fillrate, overdraw, baked lighting, and LOD optimization for Unity mobile/WebGL shaders
Urp Hlsl Templates
Production-ready URP HLSL/ShaderLab code templates with SRP Batcher compatibility for Unity
Shader Graph Best Practices
Node budgets, custom lighting, sub-graphs, precision control, and mobile workflows for Unity Shader Graph
Mobile Post Processing
Single-pass post-processing, URP Renderer Features, and mobile-safe screen effects for Unity
Webgl Shader Constraints
WebGL 1.0/2.0 shader restrictions, variant stripping, loop/indexing rules, and browser deployment workarounds for Unity
Water Fluid Shaders
Mobile-optimized water shaders with depth coloring, foam, Gerstner waves, refraction, and caustics for Unity URP
Texture Packing Variant Stripping
Channel packing, variant reduction, shader_feature vs multi_compile, and build size optimization for Unity
Pr Review Loop
Use after finishing a change on a feature branch when you want the repo's @claude CI review and to handle its findings in THIS session. Pushes the branch, opens/uses the PR, requests the review, waits event-driven for CI to finish (a background watcher re-invokes the session — no polling), then drives a gated fix loop (round cap 2). Invoke as /pr-review-loop.